D3D: actually use the resolution setting for fullscreen mode
(really dumb mistake of mine, due to lack of sleep :p) fixes issue 1426. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4289 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -105,10 +105,10 @@ bool Renderer::Init()
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sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
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sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
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for (fullScreenRes = 0; fullScreenRes < D3D::GetNumAdapters(); fullScreenRes++)
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for (fullScreenRes = 0; fullScreenRes < D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
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{
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{
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if ((D3D::GetAdapter(fullScreenRes).resolutions[fullScreenRes].xres == w_temp) &&
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if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
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(D3D::GetAdapter(fullScreenRes).resolutions[fullScreenRes].yres == h_temp))
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(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
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break;
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break;
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}
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}
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D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
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D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
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